Challenging Pack Logistics


This mod changes the science packs of Vulcanus, Fulgora and Aquilo by making them more challenging to transport between planets, just like Gleba's agricultural science pack.

Tweaks
2 days ago
2.0 - 2.1
2.88K
Factorio: Space Age Icon Space Age Mod
Logistics

g [Implemented] Minor Krastorio Fix

3 days ago
(updated 3 days ago)

I'm intrigued by having to build a unique ship for each planet to accommodate their logistic needs, rather than a single ship constantly traversing between the planets on auto-pilot. Very cool.

Anyhow, Krastorio's metallurgic intermediate (item-name: kr-metallurgic-research-data) needs the same limitations, as you can transport massive stacks of them to Nauvis prior to processing them into the 'heavier' tech cards for research.

Update: Fulgora science is fine, but one could also bypass the cryogenic spoiling by transporting the intermediate directly to Nauvis to avoid the need for any cooling. Restricting the craft of cryogenic science packs/cards to Aquilo would be a quick fix, but the cryogenic research data intermediate would need a hot version too for perfect compatibility.

3 days ago
(updated 2 days ago)

Thank you for your input. The compatibility with Krastorio 2 SO has been expanded in the latest update v0.6.7.

  • Metallurgic research data now feature the exact same tweaks as Metallurgic tech cards.
  • Cryogenic research data now spoil into Hot cryogenic research data, with the same spoil time and cooling recipes as Cryogenic tech cards.

However, there are some notable quirks for cryogenic research:

  • Hot cryogenic research date cannot be used to craft Hot cryogenic tech cards. You need cooled research data.
  • Cryogenic research data have a cheaper, faster cooling recipe that directly resets their freshness, while Cryogenic tech cards don't.

This means you're encouraged to ferry the research data in a ship with a cooling system, then craft them into tech cards at the last moment.

As a bonus, any item previously called a "science pack" is renamed either "research data" or "tech card" when krastorio 2 is active.

3 days ago

Much improved in such a short time, thank you.

The only fixes remaining are the cryogenic research data cooling recipe is inaccessible (missing research unlock), plus Factoriopedia shows it's the same as the tech card recipe without the mentioned difference of improved cooling, which is a nice idea.

3 days ago

Looking into it

3 days ago

Alright, the new recipes are now properly added to the right technology, and the data cooling recipe is slightly more efficient and quicker compared to the cold science pack cooling recipe without Krastorio

3 days ago

Cycling and re-chilling the cards just before they 'overheat' is a timing logistical challenge I'm looking forward to handle. Very nice.

Thank you for your prompt fixes to make Krastorio fully compatible with your mod.

2 days ago
(updated 2 days ago)

Although the space science setting isn't active by default, the asteroid data analyser needs to be added to the space research data (kr-space-research-data) to complete the implementation.

All other settings appear to work, except for the setting to change electromagnetic charging time is not applying to the recipe.

That should be everything. Then you can update the intro page to promote full compatibility with K2SO. =)

2 days ago
(updated 2 days ago)

Thank you for the feedback, the changes have been made for 0.6.9, which will be uploaded very soon

  • Space research data now asks for asteroid data analyzers, if the option to make space science packs harder to craft is enabled.
  • The Electromagnetic research data recipe time now properly changes based on the "charge time" setting.

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